PDA

View Full Version : Perfection - an original puzzle game



Necromian
04-23-2008, 01:50 PM
(removed title screen image due to image limits)
http://nfyre.com/images/ptitle.PNG
http://nfyre.com/images/pmenu.PNG
http://nfyre.com/images/pmenu2.PNG
http://nfyre.com/images/prefection2.PNG
http://nfyre.com/images/prefection.PNG

This is my new puzzle game with a hopefully original concept. Basically you use the mouse to toggle the squares on and off in an attempt to toggle them all. However, it's not as easy as you might first think ;D

When you click an individual square, it reverses the illumination of all the squares that are in its row and column.
When you click one of the outlined squares around the border of the puzzle, it will toggle all of the squares in the row that it's next to.
It begins with extremely easy levels to help you learn the game, and increase in difficulty as you go on.

Some things to note :
-Almost all of the content is under "Basic".
-There's only one intermediate level, and that's in the intro.
-There's no advanced levels, but because of my engine, I needed to make something there. If you click the level that shows up, it'll send you back to the title screen.

Download link : http://www.nfyre.com/prog/perfection.exe

OLD Gameplay video/walkthrough : http://www.youtube.com/watch?v=rF9mwjgIl_8


Basically I just want feedback on things that you liked, disliked, or wanted changed in the basic game engine. I'll also consider any graphical or musical changes you would like to see ^_^

Goldstone
04-24-2008, 08:49 PM
Hey.

I liked the idea, but I found it really hard to get on with what was going on. Too many times I had a grid where clicking on *any* square caused nothing at all to happen (and so I clicked on every black square, on and off the board). It's possible I didn't understand the rules correctly, but I felt that I did, and even whilst going thru the tutorial it felt like I had to do a lot of random clicking to get to the end, or hit escape - as if the tutorial could only be finished in the One Correct Way.

If I'm being thick and these are explained by the game then fair enough, but maybe at least put warning sounds/text popups to point retards like me in the right direction.

Finally, cool game (I think!), but probably too cerebral for most portals, and the style of presentation too far away from they want.

oNyx
04-24-2008, 10:58 PM
Two things:
a) The name is bad (ungoogleable).
b) Turn it into a web game (Flash) and stick MochiAds on top if you want to generate some income with it.

Necromian
04-25-2008, 01:26 PM
Hey.

I liked the idea, but I found it really hard to get on with what was going on. Too many times I had a grid where clicking on *any* square caused nothing at all to happen (and so I clicked on every black square, on and off the board). It's possible I didn't understand the rules correctly, but I felt that I did, and even whilst going thru the tutorial it felt like I had to do a lot of random clicking to get to the end, or hit escape - as if the tutorial could only be finished in the One Correct Way.

If I'm being thick and these are explained by the game then fair enough, but maybe at least put warning sounds/text popups to point retards like me in the right direction.

Finally, cool game (I think!), but probably too cerebral for most portals, and the style of presentation too far away from they want.

I think there was actually only one time in the game where clicking on a square did nothing, and that was in a level where the bottom right corner had nothing in it, which was made to confuse you. The level itself however, was pretty easy.

However, I'm not exactly sure what you mean by several levels in which clicking on any square did anything. Could you provide me with a better explanation or maybe the level?

edit: Actually, I think I know what you're talking about. You ran out of moves, that means that you either need to undo or restart in order to do anything.

Also, the tutorial, along with most other levels can be solved in several ways, but ill try to make it a bit easier.

@oNyx: This is actually going to be one game in a personal collab of 3-4 other games. Although the name "perfection" will be impossible to find, the collab which it's found in will have a more unique name.

ChrisP
04-25-2008, 06:17 PM
Just judging from the screenshots (I'm on Linux, can't run the .exe):

3) Spell-check and proofread (Just in those screenshots, you misspelled "remaining", and the sentence about the Egyptians is wrongly-capitalised and sounds awkward - you might instead try "Hint: The Egyptians were fine architects.")

4) Get an artist :)

Necromian
04-26-2008, 08:18 AM
Just judging from the screenshots (I'm on Linux, can't run the .exe):

3) Spell-check and proofread (Just in those screenshots, you misspelled "remaining", and the sentence about the Egyptians is wrongly-capitalised and sounds awkward - you might instead try "Hint: The Egyptians were fine architects.")

4) Get an artist :)
Wow, thanks alot for the heads up about the spelling. I can't believe I missed something as big as misspelling "remaining"

Also, I guess the screenshots I took didn't really represent the game's artwork, since in game, all of the graphics are done with code. I guess if you can suggest anything that could be done to enhance the art without making the game too cluttered, please do so ^_^

ChrisP
04-26-2008, 07:37 PM
The screenshots strike me as having a lack of visual cohesion. There's no overall theme. The title screen is completely unlike the level selection screen, which is completely unlike the in-game screens. The colour palette, especially, for the latter, looks like it was picked from the standard Windows 16-bit palette. Is that dark fuschia I see? :(

You've used many different and clashing fonts all over the place. Looks like Impact(?) and Arial (ugh) in-game, and some other font on the title screen. Neither of those former fonts are very artistic; I'd go so far as to call them ugly. Arial is for displaying webpages and boring corporate documents, not for use in a game. It wasn't designed to be attractive, merely to be readable on a low-resolution display. It's been brutally hammered into pixel boundaries with a blunt axe, not lovingly curved and sculpted into beautiful letter forms.

The font on the title screen isn't so bad. (It's not great - do experiment with other fonts, you might find something better.) Try restricting yourself to that and one other font, for the entire game. Don't choose any font that comes with Windows. (e.g. Arial and Verdana are right out.) Pick an attractive sans-serif font that fits the style of the rest of the game. I mean, once the rest of the game has a style, because right now it doesn't.

Here's the contents of my "Font resources" bookmarks folder, to give you a head start on finding some replacements. Be very careful of the licence on every font you find; it's not uncommon to find ones that are for non-commercial use only, or cost a gazillion dollars to licence for use in a game. Font designers are very protective of their work (not unlike game developers!). Sites that scream "free fonts" often stock a huge amount of non-free fonts, and don't tell you the real terms until after you've downloaded the font.

http://www.dafont.com/
http://www.scraptivity.com/create_fonts.html
http://www.moorstation.org/typoasis/typoasis1.htm
http://www.speakeasy.org/~ecf/alphabet.htm
http://www.fontfreak.com/index3.htm
http://www.josbuivenga.demon.nl/

Some final thoughts:

You seem to be aiming for a minimalist style. Minimalism is certainly a valid style, and can be done to great effect, but "minimal" doesn't mean "minimal work" or "minimal attention to art". :) You need a strong artistic capability and vision, and to very consciously apply those, to pull it off.

A proper artist would tell you about all of the above and more, and better yet fix things for you, which is why I simply said "get an artist". :)

pkooman
04-28-2008, 11:55 AM
Hi Necromanian,

i played the game and it was a nice experience, although i'm not good at such games ;) But somehow i kept trying so that should be a positive sign!

The visuals are rather basic indeed, but it has the little touches such as the smooth blinking and all that, which is okay. I am in doubt whether enough is going on to make this game fullscreen. But on the other hand, this game requires the player's 'full' attention, so to speak. So it might be fine.

The music matches the game well, nothing more to say about that. I'm going to check your website now, good luck with the game!

Necromian
04-28-2008, 04:47 PM
The screenshots strike me as having a lack of visual cohesion. There's no overall theme. The title screen is completely unlike the level selection screen, which is completely unlike the in-game screens. The colour palette, especially, for the latter, looks like it was picked from the standard Windows 16-bit palette. Is that dark fuschia I see? :(

You've used many different and clashing fonts all over the place. Looks like Impact(?) and Arial (ugh) in-game, and some other font on the title screen. Neither of those former fonts are very artistic; I'd go so far as to call them ugly. Arial is for displaying webpages and boring corporate documents, not for use in a game. It wasn't designed to be attractive, merely to be readable on a low-resolution display. It's been brutally hammered into pixel boundaries with a blunt axe, not lovingly curved and sculpted into beautiful letter forms.

The font on the title screen isn't so bad. (It's not great - do experiment with other fonts, you might find something better.) Try restricting yourself to that and one other font, for the entire game. Don't choose any font that comes with Windows. (e.g. Arial and Verdana are right out.) Pick an attractive sans-serif font that fits the style of the rest of the game. I mean, once the rest of the game has a style, because right now it doesn't.

Here's the contents of my "Font resources" bookmarks folder, to give you a head start on finding some replacements. Be very careful of the licence on every font you find; it's not uncommon to find ones that are for non-commercial use only, or cost a gazillion dollars to licence for use in a game. Font designers are very protective of their work (not unlike game developers!). Sites that scream "free fonts" often stock a huge amount of non-free fonts, and don't tell you the real terms until after you've downloaded the font.

http://www.dafont.com/
http://www.scraptivity.com/create_fonts.html
http://www.moorstation.org/typoasis/typoasis1.htm
http://www.speakeasy.org/~ecf/alphabet.htm
http://www.fontfreak.com/index3.htm
http://www.josbuivenga.demon.nl/

Some final thoughts:

You seem to be aiming for a minimalist style. Minimalism is certainly a valid style, and can be done to great effect, but "minimal" doesn't mean "minimal work" or "minimal attention to art". :) You need a strong artistic capability and vision, and to very consciously apply those, to pull it off.

A proper artist would tell you about all of the above and more, and better yet fix things for you, which is why I simply said "get an artist". :)

Thanks ^_^
I'm checking out the font sites now, and if you could save me a bit of time by suggesting to me a good artist, I'd greatly appreciate it.

@pkooman : Thanks ^_^
The visuals are currently being worked on, so hopefully they'll change for the better in the near future.

Edit -
Oh, and the font is vernada or something, not arial.

Necromian
05-02-2008, 05:10 PM
Well, I'm still trying to edit the art a bit more. But in the meanwhile, I updated it with a couple extras (a freeplay mode, a level editor, and a level loader).

Necromian
05-06-2008, 02:18 PM
I started reworking the art (mainly in the menu) and some of the fonts, so if you could please comment on that, I'd greately appreciate it ^_^

Also, I'm kind of stuck as to what font I should use for hints and level names. I'm trying to find something that's not too plain or big, but is also legible.